EPOK RUNTIME
epok::bp::Continuations
Class template
Class template
Generated functions store their live variables in their own bounded frame slots, addressed by `node` (a compiler-assigned continuation/frame identifier).
Basic usage
This minimal snippet shows the normal syntax for reaching the type. Open a member below for an operation-specific example.
C++ example
#include "blueprint_runtime.hpp"
epok::bp::Continuations& value = /* obtain a valid instance from your game */;Fields and constants
Public methods
advancePerforms `advance` as part of compiled Blueprint execution and object interaction.MethodcancelPerforms `cancel` as part of compiled Blueprint execution and object interaction.Methodcancel_allPerforms `cancel all` as part of compiled Blueprint execution and object interaction.Methodcancel_ownerPerforms `cancel owner` as part of compiled Blueprint execution and object interaction.MethodclearClears clear as part of compiled Blueprint execution and object interaction.MethoddelayPerforms `delay` as part of compiled Blueprint execution and object interaction.MethodpollPolls poll as part of compiled Blueprint execution and object interaction.MethodresetResets reset as part of compiled Blueprint execution and object interaction.MethodsignalPerforms `signal` as part of compiled Blueprint execution and object interaction.MethodsizePerforms `size` as part of compiled Blueprint execution and object interaction.Methodwait_externalExternal producers only mark an existing frame ready.MethodwaitingPerforms `waiting` as part of compiled Blueprint execution and object interaction.Method